This will only stop spawning on vanilla ships. If you use a custom modded race or any file which modifies the vanilla tech stations it won't stop it. if you are using a custom ship, you can ask the mod author to support the mod by removing the pet spawn script from the tech station.
oh... i use madtulip's ship mod and vanilla race. i guess that explains it. is there any way that will be worked out in future?
Well it has to be manually done for each tech station. An it can only modify things which exist. So I would have to create an independent patch for each custom mod race. Which lets be honest is impractical. Its far easier for the mod author to remove the script from their own tech station. Though its really simple to do it your self also. If you open the mod folder and go to mad tulips mod and open it up. Isnide look for the tech station associated with your ship. Remove the scripts line completely and save the file. That will solve the problem. Otherwise ask Mad tulip if he can remove the pet spawn script. Edit: Just remembered mad tulip may have other scripts. Only remove the pet spawner script from the tech station. Edit #2. Just went through his files - he doesn't spawn pets the normal way either way. He would have a better idea of how he does it.
I have finished all the pet house sprites. Here's the link. https://www.dropbox.com/s/hqmau6b5wbkzuvv/StarboundPetHouses.zip?dl=0
Honestly the only hard things for making the skinpack were thinking of an idea for the Weasel house and that pet houses didn't have animations.
You can actually give animations to the pet house. Its just the same as animating any object. Though you will have to manage the code part on your own - its really easy to pickup though looking at the vanilla assets of other simple animated objects like the stone furnace
Probably from the fact that in vanilla you buy the pet stuff (house, ball, bowl) from Terramart. While in this mod you buy the actual pets from Infinity. That little detail confused me too at first.
Who in their right mind would trust leaving pets with a floran? It would turn from a Garden shop to a buffet restaurant before the night was done.
Only if the server also has the mod it will work. Any mod which uses custom objects does not work without the server having it also. My random pets mod on the other hand should theoretically work
Ok. and what about some items matching the pet's colour? My first idea for Snugget house was a chemical bottle which you could see the snugget inside of. Until I realised that pet colour is randomised so it would create inconsistencies.
i think i might have found a bug? is there a pet in this mod that you craft in the pixel printer for 50000pixels? it might just be the pet of the custom race i use if there isn't any pet like that then there's no bug if there is, then the bug is that you can kill that pet it spawns again at the kennel, but it's killable
What kinda pet is it? http://starbounder.org/Pets If it's any of the pets in the ship pets part of this page. Its a vanilla one. If not it's a modded one. Or a bugged one.
ok it's orbis seems to be a bugged pet, because apparently it's in the game assets but is not yet officially implemented
I'm curious what the difference is between the 500 pixel pets in the 3D printer are and the much more costly ones at the outpost? Also Might I suggest changing the shop icons to have a picture of the pet too. As I haven't played for over a year I was totally confused at first by the names.
There isn't, actually I never knew they were printable. I will fix that next update. I will look into changing the petshops into pet icon also.